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Help me make a "reversed bullet-hell" game with your feedback

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I just released my game Central Concern, and I already knew at the moment of the first response,

that it would not be my magnum opus lol. So I finally decided to start working on a game

in the way that I had always feared: opening up for feedback and suggestions before release


Major Firestorm is a humble and careful step back in ambitions and delusions.

It is an unpretentious simple game that has no delusions of grandeur and commercial success.

It is a "reversed bullet hell" game where YOU are the source of fear.

Inspired by the auto-attack trend seen in Vampire Survivors, you swap between

red and blue ammunition to kill off incoming enemies of matching color.

Your goal is to simply score 500 (300 in prototype) kills before the game serves you with narrative scenes

with dialogue and characters (not made yet).


If this sounds worthy to you, then head on over to the link below and leave a feedback with suggestions and/or advice.

And of course, do remember to vote on the game (low or high, your choice).

I will with my limited programming knowledge and frugal budget,

do my best to adapt to the feedback and implement them. I promise to try my best.


Thank you



It reminds me of this java game I had on my phone called "Bunker" (back when J2ME was still a thing) which had pretty similar gameplay, apart from switching ammo. Because the enemies would come in increasingly larger quantities each time, you'd eventually lose no matter how efficient you are - but you'd have bombs to occasionally clear out the entire screen to help out in a pinch. You might want to add powerups such as those if you make an endless mode, for example.


One issue I found is that the game was a bit too easy because the bullets kept passing through enemies - although it's intentionally made that way, this allows you to basically cheese the game if you keep spinning around in a circle while holding down the spacebar (as ammo changes while the spacebar is pressed, rather than when it is released).


If you want to make the game even more difficult, then you can make the enemies move side to side rather than just beelining towards the center; maybe other enemies can actively dodge bullets, requiring bullets to be sprayed in a net surrounding them.


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At 3/21/23 12:40 PM, Gimmick wrote: It reminds me of this java game I had on my phone called "Bunker" (back when J2ME was still a thing) which had pretty similar gameplay, apart from switching ammo. Because the enemies would come in increasingly larger quantities each time, you'd eventually lose no matter how efficient you are - but you'd have bombs to occasionally clear out the entire screen to help out in a pinch. You might want to add powerups such as those if you make an endless mode, for example.

One issue I found is that the game was a bit too easy because the bullets kept passing through enemies - although it's intentionally made that way, this allows you to basically cheese the game if you keep spinning around in a circle while holding down the spacebar (as ammo changes while the spacebar is pressed, rather than when it is released).

If you want to make the game even more difficult, then you can make the enemies move side to side rather than just beelining towards the center; maybe other enemies can actively dodge bullets, requiring bullets to be sprayed in a net surrounding them.


That's very pinpointing feedback and easy for my tiny foreign brain to understand xD thank you

As for powerups: what do you think of the idea that in some occasions, the player gets the

ability to call in fighter squads to clear some enemies? I also plan to insert some spawners

that infrequently drops hearts to fill up some of your HP should you lose any


Really enjoyed what was in the prototype so far, it's a nice concept. I agree with Gimmick that it would be nice to see some enemy variants, could have some slow and tanky enemies that require more hits to take down. It would also be cool to see some boss-type enemies that could possibly alter how the normal enemies behave or make you think about play in a different sense


Depends how far you want to go with it at the end of the day, but it's a really promising idea I think, good luck


At 3/21/23 09:23 PM, GallowJolt wrote: Really enjoyed what was in the prototype so far, it's a nice concept. I agree with Gimmick that it would be nice to see some enemy variants, could have some slow and tanky enemies that require more hits to take down. It would also be cool to see some boss-type enemies that could possibly alter how the normal enemies behave or make you think about play in a different sense

Depends how far you want to go with it at the end of the day, but it's a really promising idea I think, good luck


Thank you for testing and commenting Gallow.

While I (hopefully) accumulate sufficient advice and feedback here,

I'm writing the short manuscript for the game.

My character artist should have a result I can share on my profile relatively soon.

I find comfort in doing something small, realistic and chill like this.

And I'm very grateful for seeing people taking their time to test and feedback

on my prototype.....despite it's flawed state xD



At 3/21/23 02:01 PM, Drakensson wrote: That's very pinpointing feedback and easy for my tiny foreign brain to understand xD thank you
As for powerups: what do you think of the idea that in some occasions, the player gets the ability to call in fighter squads to clear some enemies? I also plan to insert some spawners that infrequently drops hearts to fill up some of your HP should you lose any


Those are also viable powerups! How would the player collect the heart powerups - would they have to shoot them, or click on them?


Also, here's a couple more:

  • Scattershot - allows you to shoot in a cone for a limited amount of time
  • Beam (if you don't let bullets pass through enemies) - clears a line of enemies


If you allow the player to move around, rather than operating in a stationary bunker, then this could transform it into the 'endless shooter' type games where you can pick up powerups and move to different stages, like with a dungeon crawler. I had something similar in mind with the (unfortunately never-finished) "sequel" to one of my games (Monvernt) which was turn-based, not realtime, but worked in a similar way - allow the user to go to different locations for different purposes (e.g. one place to regenerate health, another to get more ammo, etc.) - but this may or may not be suitable for the game that you have in mind.


There are several directions in which you can take this should you decide to do so; for example, with the story-based mode, you could also have alternating levels, one where you're in a bunker and one where you're escaping to the next bunker, with the ultimate goal to get to the "final" bunker. Like a sort of cross-country circuit.


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Hey guys


I have decided to delete the game, and apply the color-based gameplay onto

an unreleased, 70% finished game file I have on my computer. This will be in the side-scrolling perspective.

The game will be adjusted to have some of the suggested elements mentioned here.


Such as: controllable character, enemy positions not beelined,

"endless shooter" like design and "power-ups" in a very unconventional manner.

There will also be infrequently spawning HP-points. The player must methodically

prioritize between accumulating killscore or HP


I'll keep this thread updated. Because of you two guys' feedback,

it would be great if I had your blessing to drop you the link to a playable build via message.

Let me know if that's OK